Search found 47 matches

by L0laapk3
Sun Feb 24, 2019 12:14 am
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4848

Re: read status of screenshot queue

Afterthought:

Would it be sufficient to check the existance of the last (screenshots-threads-count + screenshots-queue-size screenshots)? (from the config.ini)


edit: this wouldn't work as there files can be created but not completely written to.
by L0laapk3
Sun Feb 24, 2019 12:01 am
Forum: Implemented mod requests
Topic: read status of screenshot queue
Replies: 16
Views: 4848

read status of screenshot queue

Currently, when you use a script to take a screenshot, there is no way to tell if the screenshot is actually done. My current solution involves waiting 1 gametick and then calling game.writefile(). But I've receieved a few bug reports about missing images in factoriomaps, so I've come to the conclus...
by L0laapk3
Fri Feb 15, 2019 8:06 pm
Forum: Implemented mod requests
Topic: Get prototype tree (in data stage)
Replies: 5
Views: 1567

Re: Get prototype tree (in data stage)

I need information thats only available in the data stage: paths to textures.
by L0laapk3
Fri Feb 15, 2019 7:17 pm
Forum: Ideas and Suggestions
Topic: Nuclear Reactor Logic connectivity
Replies: 10
Views: 6829

Re: Nuclear Reactor Logic connectivity

there's a mod for that: https://mods.factorio.com/mod/Inventory%20Sensor I understand you have the best intentions, but this is the Ideas and Suggestions section for the vanilla game. I specifically searched in this section to avoid making a duplicate post, I really think this would be a good addit...
by L0laapk3
Fri Feb 15, 2019 7:13 pm
Forum: Implemented mod requests
Topic: Get prototype tree (in data stage)
Replies: 5
Views: 1567

Re: Get prototype tree (in data stage)

How would I be able to determine if, for example, "ammo" (or lets say, artillery-shell), is a child of Prototype/Item? I can see that its of type "ammo", but nothing points me towards the fact that this is in fact an item and could be used as, for example, signalID. The only way ...
by L0laapk3
Tue Feb 12, 2019 1:48 pm
Forum: Implemented mod requests
Topic: Get prototype tree (in data stage)
Replies: 5
Views: 1567

Get prototype tree (in data stage)

For some applications, its useful to know the complete prototype hierarchy. Some use cases: in factorio calculator apps or factoriomaps, if you want to get all the signals types: `item, fluid, virtual`, but if you just iterate over those three from `data.raw`, it will be far from complete. Currently...
by L0laapk3
Tue Feb 12, 2019 11:47 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] incorrect error when calling remove_path
Replies: 1
Views: 1959

[0.16.51] incorrect error when calling remove_path

When you call game.remove_path() on a folder whose parent folder does not exist, you will get the following error: Warning LuaGameScript.cpp:1545: luaremove_path error: Scripts can only use file space inside of script-output An example when this happens: when you try to delete .../a/b , but folder ....
by L0laapk3
Tue Feb 12, 2019 10:28 am
Forum: Modding interface requests
Topic: Access to file manipulation in data stage
Replies: 1
Views: 502

Access to file manipulation in data stage

I would like to be able to use functions like `write_file` in the data stage. My use case: I would like to store the actual image url of some icons/signals for later external use (labels on factoriomaps). Currently, since its not possible to access those after the data stage (that I know of), my opt...
by L0laapk3
Fri Jan 18, 2019 1:29 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65676

Re: Friday Facts #278 - The new quickbar

As for the ghost cursor stuff, I don't really like having it disabled by default. You already know theres gonna be 100 million people who will never realise that its an option. I think it would be a good idea to turn it on automatically when you unlock construction robots, and give a quick popup to ...
by L0laapk3
Fri Dec 28, 2018 12:15 am
Forum: Ideas and Suggestions
Topic: Nuclear Reactor Logic connectivity
Replies: 10
Views: 6829

Re: Nuclear Reactor Logic connectivity

I hope they will add this, it would be very useful to read nuclear reactors for their fuel cells AND temperature.
by L0laapk3
Fri Oct 19, 2018 12:39 pm
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

Re: quality parameter for take_screenshot

I do want to stress the importance of being able to disable the chroma subsampling. I believe disabling it matches with the technical term 4:4:4 in the jpg vocabulary, which means every color (and luminance) of every pixel gets saved in a 2 by 2 pixel block. Right now i believe it is only saving 1 ...
by L0laapk3
Fri Oct 19, 2018 2:07 am
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

Re: quality parameter for take_screenshot

I do want to stress the importance of being able to disable the chroma subsampling. I believe disabling it matches with the technical term 4:4:4 in the jpg vocabulary, which means every color (and luminance) of every pixel gets saved in a 2 by 2 pixel block. Right now i believe it is only saving 1 c...
by L0laapk3
Thu Oct 18, 2018 10:37 pm
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

Re: quality parameter for take_screenshot

Can you please also add the chroma subsampling flag while you're at it? It will help with the 'dull'ness of the images :)
by L0laapk3
Wed Oct 10, 2018 9:25 pm
Forum: Modding interface requests
Topic: copy_file() function.
Replies: 3
Views: 1217

Re: copy_file() function.

+1, would be a very useful feature
by L0laapk3
Fri Oct 05, 2018 5:00 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38817

Re: Friday Facts #263 - Trains in blueprints

While we are at the subject of adding trains to blueprints, can we please also have the option to add tanks and cars to blueprints? This would be extremely useful for some lategame, UPS optimised setups, aswell as some train loader?unloader designs.
by L0laapk3
Thu Oct 04, 2018 7:50 pm
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

Re: quality parameter for take_screenshot

The problem is that png images take ages to generate, and then it would have to be converted after. False and false. O_o. For sure, you dont want to serve/store PNG images, they are much much bigger. I actually tried to generate png images, but because of the sheer file size difference it was takin...
by L0laapk3
Thu Oct 04, 2018 11:51 am
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

Re: quality parameter for take_screenshot

The problem is that png images take ages to generate, and then it would have to be converted after. The real question is, if you're going to host it online, why would you NOT use jpg images. Factoriomaps already hosts several TB of images. Without jpeg it would be a multiple of what it is now.
by L0laapk3
Wed Oct 03, 2018 11:58 pm
Forum: Implemented mod requests
Topic: quality parameter for take_screenshot
Replies: 20
Views: 4600

quality parameter for take_screenshot

When screenshots are taken using the take_screenshot function, and the save name ends with the jpg extension. factorio applies a default compression quality parameter to the screenshot. The default value is quite a strong compression value and is often not desired. Especially sharp contrast edges li...
by L0laapk3
Mon Sep 17, 2018 9:51 am
Forum: Implemented mod requests
Topic: quiet migrations argument
Replies: 2
Views: 1073

quiet migrations argument

Greetings Sorry if this post is not in the right place. I felt like it was the most fitting section even if it does technically not 100% belong here. We are doing some processing on user submitted maps (FactorioMaps.com). We allow them to submit zips of mods, but sometimes the base game or any of th...
by L0laapk3
Mon Sep 03, 2018 9:58 am
Forum: Ideas and Suggestions
Topic: Set fire to oil wells
Replies: 8
Views: 3089

Re: Set fire to oil wells

Not useful for anything in the base game though. Why would someone want to kill an oil patch? Some people like to have tidy and nice looking bases, and if they are in the way you can do nothing about it right now. Especially because they stick trough concrete that makes it even worse but even if th...

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